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Stellaris Dev Diary - #145 Archaeology

Hello everyone!

Today we’re back with yet another dev diary, which will build upon some of the things we revealed last week. Last week we outlined some information about Minor Relics, and how they can be useful. We didn’t mention specifically how they are usually found, but luckily that is something you’ll learn today!

Archaeology
In the next DLC you will be able to experience some new content related to uncovering and excavating archaeological sites. Sites can be discovered in multiple ways, be it either on survey, generated at game start, or perhaps generated by an event.

upload_2019-4-25_9-41-4.png

Sites that lie inside your borders can be excavated by a Scientist, and will consist of several different chapters. A site can have 1-6 chapters, in addition to an introduction/prologue. Each chapter will have its own narrative and a reward, and has to be unlocked before it becomes visible.
upload_2019-4-25_9-41-36.png

Excavation in progress. Spoiler-blurred text.

A chapter will be unlocked whenever the Scientist excavating the site gets a successful result at the end of an Excavation Phase – mechanically this works very similar to how sieges work in EU4. As the Scientist goes through phases, it will roll a dice and add modifiers to the result. The final result will then either do nothing, add clues, or make a breakthrough to the next chapter.

Game mechanics details:
Result = dice roll + Archaeology Skill + Clues - Difficulty

Result Outcomes:
0-7: Status quo
8-10: +1 clue
11-13: +2 clues
14+: Breakthrough

upload_2019-4-25_9-44-45.png

Chapter completed. Spoiler-blurred text.
A neat feature of this new system is that you can click previous chapters to go back and read what happened.

At the end of each Excavation Phase, it is also possible that the Scientist triggers a random event, which will inject some unpredictability and create opportunities for emergent storytelling.
upload_2019-4-25_10-38-19.png

Everything is fine.

Archaeology chapters commonly reward the player with minor artifacts – but it can also be resources, research points or other more unique rewards.

Design intentions
Archaeology becomes a way for us to express narrative in a more evolving and controlled manner, and every site it also tied to a location on the map. All of these things together should make it more enjoyable to experience the content, since we hope it becomes easier to build a mental model of what is happening where. In general I believe that having narrative tied to things you can see on the map makes for a better experience. It’s not uncommon for me to forget where on the map a previous event occurred, and that is something I’d like to improve over time. I really like archaeology because it lands well between mechanics and narrative.

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We hope you could dig today’s dev diary, and next week we’ll be back with something old that is new.
 
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Will this then replace Anomalies for DLC owners, with the current anomalies effectively becoming 1 chapter sites if you are not rewriting them, or is this its own beast entirely?

This is entirely its own set of content. When old content is remade to use this system, it will use the system but not require the DLC.


- Are you going to discover the chapters in chronological order, or in a random one? It would be neat to slowly "assemble the pieces of the puzzle" about what happened at each archeological site

Right now they are mostly done in chronological order, but it is technically possible to randomize the order in mods etc. Some of the content we've made have some randomized chapters (e.g. ending A or ending B).
 
Hello everyone!

Today we’re back with yet another dev diary, which will build upon some of the things we revealed last week. Last week we outlined some information about Minor Relics, and how they can be useful. We didn’t mention specifically how they are usually found, but luckily that is something you’ll learn today!

Archaeology
In the next DLC you will be able to experience some new content related to uncovering and excavating archaeological sites. Sites can be discovered in multiple ways, be it either on survey, generated at game start, or perhaps generated by an event.


Sites that lie inside your borders can be excavated by a Scientist, and will consist of several different chapters. A site can have 1-6 chapters, in addition to an introduction/prologue. Each chapter will have its own narrative and a reward, and has to be unlocked before it becomes visible.
View attachment 473812
Excavation in progress. Spoiler-blurred text.

A chapter will be unlocked whenever the Scientist excavating the site gets a successful result at the end of an Excavation Phase – mechanically this works very similar to how sieges work in EU4. As the Scientist goes through phases, it will roll a dice and add modifiers to the result. The final result will then either do nothing, add clues, or make a breakthrough to the next chapter.

Game mechanics details:
Result = dice roll + Archaeology Skill + Clues - Difficulty

Result Outcomes:
0-7: Status quo
8-10: +1 clue
11-13: +2 clues
14+: Breakthrough

View attachment 473814
Chapter completed. Spoiler-blurred text.
A neat feature of this new system is that you can click previous chapters to go back and read what happened.

At the end of each Excavation Phase, it is also possible that the Scientist triggers a random event, which will inject some unpredictability and create opportunities for emergent storytelling.
View attachment 473828
Everything is fine.

Archaeology chapters commonly reward the player with minor artifacts – but it can also be resources, research points or other more unique rewards.

Design intentions
Archaeology becomes a way for us to express narrative in a more evolving and controlled manner, and every site it also tied to a location on the map. All of these things together should make it more enjoyable to experience the content, since we hope it becomes easier to build a mental model of what is happening where. In general I believe that having narrative tied to things you can see on the map makes for a better experience. It’s not uncommon for me to forget where on the map a previous event occurred, and that is something I’d like to improve over time. I really like archaeology because it lands well between mechanics and narrative.

------------

We hope you could dig today’s dev diary, and next week we’ll be back with something old that is new.


Will you roll the current precursor event chains into the new archeology system?
 
When archeology stuffs will be unlock ingame?
There are already plenty of things to do in early game (exploration, survey events, colonize, expand), but mid-game lack of interesting mecanics.
It depends on when you find the sites, and how difficult they are vs. your scientist skill.
 
Early game with all this exploration is already the most interesting part of game. Maybe u wanna make other parts interesting? U know, pops migration, sectors, economy ai and such stuff? So we will more likely play to the end instead of starting new game when tired of micro.
 
Look nice!
A few questions here:
- What happens if the world is terraformed, is the dig site destroyed, or is the recovery attempt affected? At the very least, the planet-wide effects of an ongoing terraforming should increase the difficulty.
- What happens if the world is colonized? Will science buildings lower the difficulty?
 
This looks really cool.

Is there any way to expand exploration beyond the initial land grab at game open though?

Like if some anomalies became dormant until certain techs were researched or galactic conditions (ie first federations or fallen empires awakening) were present?

I'm so happy the games narrative is being expanded and in more ways than just additional boring one off event.
 
This ... I ... Wow. This is one of those things that immediately impresses me as "I didn't know I wanted this, but I want this so very badly!". The potential here is massive - it could revolutionize terraforming (the mechanic of stages being worked by specialists), it opens the path to massively branching event chains (currently technically possible, but very hard to keep track of) ... in a word? Awesome. Please do make sure that if it is well-received (as I suspect it will be), that it is then not forgotten about to languish for years.

Edit: on that note, I'm already wishing for there to be "archaeology regions" on the map with sites pre-allocated at game start that dynamically tell a story of what happened in a specific region of space. Would make the map a lot less bland - especially so if new sites could spawn as a result of major galactic conflicts
 
Happily in the middle of writing numerous events and anomalies for a mod... Read the new Dev Diary and I am now filled equally with joy and dread. Thanks!

Very much looking forward to this though, and I am already seeing so many possibilities!
This is something that I never really envisioned, but will be a lovely addition to the game.

I do have two questions however;
Is there a limit on the number of stages (min/max)?
Is there any limitation to the number of branching paths available?
 
Will scientists finally separate between research and survey traits? Only scientist have two sets different traits among the leaders. Is that possible that they get a rework in the future?
 
Will it be narratively different between hives and machine empires?

Will the narrative change if you upgrade from biological to synths?

If an AI empire conquers an area with archeology in it, will it be lost / forgotten like anomalies?

Can AI empires benefit from the effects of archeology?
 
Can sites appear in colonized planets? (Please say yes!)

Where do you draw the line on what should be an anomaly, and what an archaeology site? Whether it is planetary or not, or somewhere else? Are some old anomalies converted into archaeology sites?

Super cool system anyways!
 
I would like for there to be some kind of archive of stuff you've turned up through anomalies and events, perhaps as a tab in the situation log.

I always forget what's happened and where, and then when one of those events happens that's tied to a previous anomaly, I'm like "oh, did I get that one this game?" and not "aha! excellent call back to that thing that happened!"

Especially relevant as most campaigns are played over days or weeks. I think there's one event that fires 40 years after you find the corresponding anomaly. Depending on your schedule, speed settings that could be a couple of days later.
 
Is there a limit on the number of stages (min/max)?
Is there any limitation to the number of branching paths available?

1-6 chapter ("locked"), where each chapter can have a difficulty of 1-10 (probably possible for modders to extend this)
There is no limit depending on how you choose to implement it. You would basically have a chapter run a hidden event that randomizes which event is shown as the next chapter.


Can sites appear in colonized planets? (Please say yes!)

Yes, sites can appear anywhere it would make sense for the story. It's fully moddable as well. Some sites could be represented as deposits (Ruins) on planets, and if you clear them you would remove the site.
 
stay out of black pyramids with green lines running over them!
 
It would be a great idea involving armies to explore this new archaeology sites after the scientifics do their exploration work.

Armies needs to have more tasks to do and being more useful